Method for controlling computer, recording medium and computer

ABSTRACT

Provided is a method for controlling a computer and the like that cause players to effectively use possessed game contents in a game, and increase the attractiveness of the game. The computer includes a storage unit that stores one or more game contents possessed by a player and a game content group, the one or more game contents each having a parameter value, the game content group being composed by using at least one of the one or more game contents, and makes a game proceed based on an instruction from a player. The method includes the steps of modifying the parameter value of a common game content in the game content group possessed by the player and being the same type as the one or more game contents other than the game content group, and processing an event by using the game content group whose parameter value is modified.

CROSS REFERENCE TO RELATED APPLICATION

This application is a new U.S. patent application that claims benefit ofJP 2013-205827, filed on Sep. 30, 2013. The entire content of JP2013-205827 is hereby incorporated by reference.

TECHNICAL FIELD

This invention relates to a method for controlling a computer, arecording medium and a computer.

BACKGROUND

In recent years, a server which provides a game to portable devices viaa communication network has been commonly used. The game provided by theserver includes one in which multiple players can participate (i.e., a“social game”), in which the players can not only battle and cooperatewith each other but also communicate with each other (for example, referto Japanese Unexamined Patent Publication No. 2005-034303).

As an example of such a social game, a game is known in which a playerbattles against an enemy character by using, for example, cards (i.e., a“card battle game”) (for example, refer to Japanese Unexamined PatentPublication No. 2008-142352). In a card battle game, by using cards, aplayer battles against an enemy character created by the game program,while cooperating with a different player. Each player can possess anarbitrary number of cards, and, by using at least one possessed card,forms a set of cards (i.e., a “deck”) to be used for the battle. Eachcard has parameters such as attack power, defense power, and a healthpoint, and the players reduce the health point value of the enemycharacter based on the attack power values of the cards which form thedeck (hereinafter, referred to as “deck cards”). The enemy characteralso has parameters similarly to the cards, and, based on the attackpower value thereof, reduces the health point values of the deck cards.The players and the enemy character alternately attack each other, andthe battle ends when the health point value of the enemy character hasfallen to 0, or when the health point value of each deck card has fallento 0.

FIG. 12 illustrates an example of a battle screen 1000 of a conventionalcard battle game.

An image 1001 and a health point gauge 1002 of an enemy character aredisplayed at the top of the screen, while images 1003 and health pointgauges 1004 of deck cards are displayed at the bottom of the screen.When a battle starts, proceeding of the battle is displayed in such amanner that the deck cards attack the enemy character one after another,and next, the enemy character attacks a part of the deck cards (forexample, the deck cards indicated by a broken line 1005) all at once,and again, the deck cards attack the enemy character one after another.If the player provides an instruction to use a support character (notillustrated), the support character is displayed at the time when theenemy character attacks a part of the deck cards all at once, and thenthe support character attacked by the enemy character in place of thedeck cards is displayed. Then, the battle ends when the health pointgauge 1002 of the enemy character has fallen to 0, or when the healthpoint gauges 1004 of the deck cards have fallen to 0, and the outcome ofthe battle is displayed.

SUMMARY

However, in conventional card battle games, the number of cards whichcan be set in the deck is limited, and thus, even if a player possessesmore cards than the limit, these cards cannot be used. As a matter ofcourse, it is possible to sell the possessed cards, or use them as amaterial for strengthening synthesis. However, players cannot easilysell cards which were acquired with difficulty or acquired bystrengthening synthesis.

The present invention has been devised to overcome the above problem,and an object of the invention is to provide a method for controlling acomputer, a recording medium and a computer that cause players toeffectively use possessed game contents in a game, and increase theattractiveness of the game.

Provided is a method for controlling a computer including a storage unitconfigured to store one or more game contents possessed by a player anda game content group, the one or more game contents each having aparameter value, the game content group being composed by using at leastone of the one or more game contents, the computer making a game proceedbased on an instruction from a player. The method includes the steps ofmodifying the parameter value of a common game content in the gamecontent group possessed by the player and being the same type as the oneor more game contents other than the game content group, and processingan event by using the game content group whose parameter value ismodified.

The computer may be, for example, a portable device, a desktop device, aserver, and the like, as long as it can execute the above procedure.

Provided is a method for controlling a computer including a storage unitconfigured to store one or more game contents possessed by a player, agame content group, friend information of the player, and one or moregame contents possessed by the friend, the one or more game contentseach having a parameter value, the game content group being composed byusing at least one of the one or more game contents possessed by theplayer, the computer making a game proceed based on an instruction froma player. The method includes the steps of modifying the parameter valueof a common game content in the game content group possessed by theplayer and being the same type as the one or more game contentspossessed by the friend, and processing an event by using the gamecontent group whose parameter value is modified.

Preferably, in the step of modifying of the above method, the parametervalue of the common game content is modified, on the basis of the numberof game contents corresponding to the common game content among the oneor more game contents other than game content group.

Preferably, in the step of modifying of the above method, the parametervalue of the common game content is modified, on the basis of theparameter value of a game content corresponding to the common gamecontent among the one or more game contents other than game contentgroup.

Preferably, in the above method, the storage unit further storespositions at which the one or more game contents composing the gamecontent group are placed, and the number of game contents which arereferred to at the time of modifying has an upper limit, the gamecontents corresponding to the common game content among the one or moregame contents other than game content group.

Preferably, in the above method, if the number of game contentscorresponding to the common game content is larger than the upper limit,in the step of modifying, the parameter value of the common game contentis modified, on the basis of a position at which the common game contentis placed.

Preferably, in the above method, the storage unit further storespositions at which the one or more game contents composing the gamecontent group are placed, and the method further includes the step ofmodifying the parameter value of a game content placed adjacent to thecommon game content.

Preferably, in the above method, each of the game contents further hasan attribute, and in the step of modifying the parameter value of a gamecontent placed adjacent to the common game content, the parameter valueof a game content whose attribute coincides with that of the common gamecontent is modified among game contents placed adjacent to the commongame content.

Preferably, in the above method, the storage unit further stores anassociation between a player and a friend, and the number of gamecontents which are referred to at the time of modifying has an upperlimit, the game contents corresponding to the common game content amongthe one or more game contents other than game content group, and themethod further includes the step of modifying the upper limit on thebasis of the number of friends associated with the player.

Preferably, in the above method, the number of game contents which arereferred to at the time of modifying has an upper limit, the gamecontents corresponding to the common game content among the one or moregame contents other than game content group, and in the step ofmodifying, the parameter value of at least one game content in the gamecontent group is modified on the basis of the number of common gamecontents for each of which the number of game contents corresponding tothe common game content and being referred to has reached the upperlimit.

Preferably, in the above method, the storage unit further stores adifferent game content possessed by the player and having a parametervalue, and the number of game contents which are referred to at the timeof modifying has an upper limit, the game contents corresponding to thecommon game content among the one or more game contents other than gamecontent group. The method further includes the steps of modifying theparameter value of the different game content on the basis of the numberof common game contents for each of which the number of game contentscorresponding to the common game content and being referred to hasreached the upper limit, and processing the event by using the differentgame content whose parameter value is modified.

Preferably, in the above method, the storage unit further storespositions at which the one or more game contents composing the gamecontent group are placed, each of the game contents has at least twoparameter values, and in the step of modifying, a parameter valuecorresponding to a position at which the common game content is placedamong the parameter values of the common game content is modified.

Preferably, the above method further includes the step of displaying thecommon game content in a different manner from another game content inthe game content group.

Preferably, the above method further includes the step of displaying thenumber of the one or more game contents other than the game contentgroup possessed by the player, the number of the one or more gamecontents possessed by the friend, or both of the number of the one ormore game contents other than the game content group possessed by theplayer and the number of the one or more game contents possessed by thefriend.

Provided is a non-transitory computer-readable recording medium havingrecorded thereon a program for a computer including a storage unitconfigured to store one or more game contents possessed by a player anda game content group, the one or more game contents each having aparameter value, the game content group being composed by using at leastone of the one or more game contents, the computer making a game proceedbased on an instruction from a player. The program causes the computerto execute the above method.

Provided is a non-transitory computer-readable recording medium havingrecorded thereon a program for a computer including a storage unitconfigured to store one or more game contents possessed by a player, agame content group, friend information of the player, and one or moregame contents possessed by the friend, the one or more game contentseach having a parameter value, the game content group being composed byusing at least one of the one or more game contents possessed by theplayer, the computer making a game proceed based on an instruction froma player. The program causes the computer to execute the above method.

Provided is a computer for making a game proceed based on an instructionfrom a player, which includes a storage unit configured to store one ormore game contents possessed by a player and a game content group, theone or more game contents each having a parameter value, the gamecontent group being composed by using at least one of the one or moregame contents, and a processing unit configured to modify the parametervalue of a common game content in the game content group possessed bythe player and being the same type as the one or more game contentsother than the game content group, and process an event by using thegame content group whose parameter value is modified.

Provided is a computer for making a game proceed based on an instructionfrom a player, which includes a storage unit configured to store one ormore game contents possessed by a player, a game content group, friendinformation of the player, and one or more game contents possessed bythe friend, the one or more game contents each having a parameter value,the game content group being composed by using at least one of the oneor more game contents possessed by the player, and a processing unitconfigured to modify the parameter value of a common game content in thegame content group possessed by the player and being the same type asthe one or more game contents possessed by the friend, and process anevent by using the game content group whose parameter value is modified.

The above method, recording medium and computer make it possible tocause players to effectively use possessed game contents in a game, andto increase the attractiveness of the game. Therefore, it is possible tomaintain and increase the players' wish to continue the service, and tomaintain their interests in the game.

BRIEF DESCRIPTION OF THE DRAWINGS

Other features and advantages of the present invention will be apparentfrom the ensuing description, taken in conjunction with the accompanyingdrawings, in which:

FIG. 1 illustrates an example of a schematic configuration of a gamesystem;

FIG. 2 illustrates an example of a schematic configuration of theportable device;

FIG. 3 illustrates an example of a schematic configuration of theserver;

FIGS. 4A to 4D illustrate examples of data structures of the varioustypes of tables;

FIGS. 5A to 5D illustrate examples of display screens of the portabledevice;

FIGS. 6A to 6D illustrate other examples of display screens of theportable device;

FIG. 7 illustrates an example of the method for adjusting parameters;

FIGS. 8A to 8D illustrate other examples of the method for adjustingparameters;

FIGS. 9A to 9D illustrate still other examples of the method foradjusting parameters;

FIG. 10 illustrates an example of an operation sequence of the gamesystem;

FIGS. 11A and 11B illustrate examples of the operation flows of theserver; and

FIG. 12 illustrates an example of a battle screen of a conventional cardbattle game.

DESCRIPTION

Hereinafter, with reference to the drawings, a method for controlling acomputer, a recording medium, and a computer will be described. Itshould be noted that the technical scope of the present invention is notlimited to embodiments of the invention, but covers the inventiondescribed in the claims and its equivalent.

In the present embodiment, a player battles against an enemy characterby using cards which are an example of game contents. The player canpossess an arbitrary number of cards, and forms a deck by using at leastone possessed card in advance. Each deck card has parameters such asattack power, defense power, and a health point. These values areadjusted on the basis of the possessed cards other than the deck cards,and the like. The player battles against an enemy character by using thedeck cards whose parameter values are adjusted.

Game contents refer to digital contents used in a game, and include, forexample, cards, figures, avatars, items, and the like. Parameter of acard include, for example, attack power, defense power, a health point(or HP (hit point)), an attribute (for example, fire, water, thunder,and the like), a rarity value (for example, normal, rare, S (super)rare, SS (double super) rare, SSS (triple super) rare, legend, and thelike), an activation rate of a skill (special effect), the number ofattack per turn, the number of defense per battle, and the like.

FIG. 1 illustrates an example of a schematic configuration of a gamesystem 1.

The game system 1 includes at least one portable device 2 and a server3. The portable device 2 and the server 3 are connected to each othervia a communication network, and are connected to each other, forexample, via a base station 4, a mobile communication network 5, agateway 6, and the Internet 7. A program to be executed by the portabledevice 2 (for example, a browsing program) and a program to be executedby the server 3 (for example, a game program) communicate with eachother by using a communication protocol such as a Hypertext TransferProtocol (HTTP).

FIG. 2 illustrates an example of a schematic configuration of theportable device 2.

The portable device 2 is connected to the server 3 via the base station4, the mobile communication network 5, the gateway 6, and the Internet7, to communicate with the server 3. The portable device 2 requests theprogress of a game of the server 3 in response to an operation of anoperation unit 23 (for example, a button) by a player. The portabledevice 2 receives display data relating to the progress of the game fromthe server 3, and displays the received display data. In order toimplement the foregoing functions, the portable device 2 includes adevice communication unit 21, a device storage unit 22, the operationunit 23, a display unit 24, and a device processing unit 25.

While a multifunctional mobile phone (a so-called “smartphone”) may beassumed as the portable device 2, the present invention is not limitedto this. The portable device 2 may be, for example, a mobile phone (aso-called “feature phone”), a personal digital assistant (PDA), aportable game machine, a portable music player, a tablet device, atablet personal computer (PC), a notebook PC, and the like, as long asthe present invention is applicable thereto.

The device communication unit 21 includes a communication interfacecircuit including an antenna having a sensitivity band in apredetermined frequency band, and connects the portable device 2 to awireless communication network. The device communication unit 21establishes a wireless signal link with the base station 4 by a CodeDivision Multiple Access (CDMA) system or the like via a channel to beassigned by the base station 4, and communicates with the base station4. The device communication unit 21 sends data supplied from the deviceprocessing unit 25 to the server 3 or the like. The device communicationunit 21 supplies the data received from the server 3 or the like to thedevice processing unit 25.

The device storage unit 22 includes a semiconductor memory, for example.The device storage unit 22 stores an operating system program, a driverprogram, an application program, data, and the like, used for processingin the device processing unit 25. For example, the device storage unit22 stores an input device driver program for controlling the operationunit 23 and an output device driver program for controlling the displayunit 24, as the driver program. The device storage unit 22 stores aprogram and the like for retrieving and displaying display data relatingto the progress of the game, as the application program. The devicestorage unit 22 stores display data, video data, image data and the likerelating to the progress of the game, as the data. Further, the devicestorage unit 22 may store temporary data relating to predeterminedprocessing.

The operation unit 23 may be any device capable of operating theportable device 2, for example, a touch panel, a key button or the like.The player can input letters, numbers, symbols and the like by using theoperation unit 23. When operated by the player, the operation unit 23creates a signal corresponding to the operation. The created signal issupplied to the device processing unit 25 as an instruction from theplayer.

The display unit 24 may be any device capable of displaying a video, animage and the like, for example, a liquid crystal display, an organicelectro-luminescence (EL) display or the like. The display unit 24displays a video, an image and the like corresponding to video data andimage data supplied from the device processing unit 25.

The device processing unit 25 includes one or more processors and theirperipheral circuits. The device processing unit 25 is, for example, acentral processing unit (CPU), and integrally controls an overalloperation of the portable device 2. The device processing unit 25controls operations of the device communication unit 21, the displayunit 24, and the like so that various types of processing of theportable device 2 are executed in an appropriate order in accordancewith the programs stored in the device storage unit 22, the operation ofthe operation unit 23, and the like. The device processing unit 25executes processing based on the programs (the operating system program,the driver program, the application program and the like) stored in thedevice storage unit 22. The device processing unit 25 can executemultiple programs (application programs and the like) in parallel.

The device processing unit 25 includes at least a browsing executingunit 251. Each of the units is a functional module implemented by aprogram to be executed by the processor included in the deviceprocessing unit 25. Alternatively, each of the units may be provided asa firmware on the portable device 2.

The browsing executing unit 251 retrieves and displays display datarelating to the progress of the game. In other words, the browsingexecuting unit 251 sends a request to retrieve the display data relatingto the progress of the game to the server 3 via the device communicationunit 21 in response to an instruction from the player. The browsingexecuting unit 251 receives corresponding display data from the server 3via the device communication unit 21. The browsing executing unit 251creates drawing data based on the received display data. In other words,the browsing executing unit 251 interprets the received display data tospecify control data and content data, lays out the retrieved contentdata according to the retrieved control data, and creates the drawingdata. Then, the browsing executing unit 251 outputs the created drawingdata to the display unit 24.

FIG. 3 illustrates an example of a schematic configuration of the server3.

The server 3 makes the game proceed in response to a request from theportable device 2. The server 3 creates display data relating to theprogress of the game, and sends the created display data to the portabledevice 2. In order to implement the foregoing functions, the server 3includes a server communication unit 31, a server storage unit 32, and aserver processing unit 33.

The server communication unit 31 includes a communication interfacecircuit for connecting the server 3 to the Internet 7, and communicateswith the Internet 7. The server communication unit 31 supplies the datareceived from the portable device 2 or the like to the server processingunit 33. The server communication unit 31 sends the data supplied fromthe server processing unit 33 to the portable device 2 or the like.

The server storage unit 32 includes at least one of a magnetic tapedevice, a magnetic disk device and an optical disk device, for example.The server storage unit 32 stores an operating system program, a driverprogram, an application program, data, and the like, used for processingin the server processing unit 33. The server storage unit 32 stores, forexample, a game program and the like for making the game proceed andcreating display data relating to its result, as the applicationprogram. The server storage unit 32 stores, as the data, a player table(FIG. 4A) for managing players, a card table (FIG. 4B) for managingcards, a card-type table (FIG. 4C) for managing types of cards, an enemytable (FIG. 4D) for managing enemy characters, and image data and thelike of the players, cards, and enemy characters. Further, the serverstorage unit 32 may store temporary data relating to certain processing.

FIGS. 4A to 4D illustrate examples of data structures of the varioustypes of tables.

FIG. 4A illustrates the player table. The player table stores, for eachplayer, an identification number (ID) and name of the player, a filename of image data, IDs of possessed cards, IDs of the deck cards foreach deck, an ID of a different player who is in a friend status withthe player, and the like.

FIG. 4B illustrates the card table. The card table stores, for eachcard, an ID of the card, a type ID, adjusted parameters such as adjustedattack power, adjusted defense power and an adjusted health point, andthe like.

FIG. 4C illustrates the card-type table. The card-type table stores, foreach card type, an ID and name of the type, a file name of image data,parameters such as attack power, defense power and a health point, andthe like.

In the present embodiment, it is assumed that cards which have differentnames are of different types (have different IDs). However, the presentinvention is not limited to this. The types of cards are not limited toany particular ones, as long as the present invention is applicablethereto. For example, cards which have different rarity values may bebelong to different types even if the cards have the same name.

FIG. 4D illustrates the enemy character table. The enemy character tablestores, for each enemy character, an ID and name of the enemy character,a file name of image data, parameters such as attack power, defensepower and a health point, and the like.

The server processing unit 33 includes one or more processors and theirperipheral circuits. The server processing unit 33 is, for example, aCPU, and integrally controls an overall operation of the server 3. Theserver processing unit 33 controls an operation of the servercommunication unit 31 or the like so that various types of processing ofthe server 3 are executed in an appropriate order in accordance with theprograms stored in the server storage unit 32. The server processingunit 33 executes processing based on the programs stored in the serverstorage unit 32 (the operating system program, the driver program, theapplication program and the like). The server processing unit 33 canexecute the multiple programs (the application program and the like) inparallel.

FIGS. 5A to 6D illustrate examples of display screens of the portabledevice 2 based on display data created by the server 3.

FIG. 5A depicts a home screen 500 which is displayed when the game isstarted. The home screen 500 is displayed on the basis of home screendisplay data received from the server 3.

In the center of the screen, plural buttons are listed. When a “Go onexpedition” button 501 is pressed, the proceeding of the game isrequested to the server 3 via the device communication unit 21 by usingthe ID of the player as a parameter.

FIG. 5B depicts a game proceeding screen 510 which is displayed when theproceeding of the game is requested at the home screen 500 depicted inFIG. 5A. The game proceeding screen 510 is displayed on the basis ofscreen display data for game proceeding received from the server 3.

In the game proceeding screen 510, the progress of the game (forexample, occurrence of an event, and the like) is displayed. In thisscreen, as an example of an event, it is displayed that an enemycharacter has appeared.

At the top of the screen, a text 511 indicating that an enemy characterhas appeared and an image 512 of the enemy character are displayed.

At the bottom of the screen, an “OK” button 513 is displayed. When thebutton is pressed, selection of a deck is requested to the server 3 viathe device communication unit 21 by using the IDs of the player and theenemy character as parameters.

FIG. 5C depicts a deck selection screen 520 which is displayed whenselection of a deck is requested at the game proceeding screen 510depicted in FIG. 5B. The deck selection screen 520 is displayed on thebasis of screen display data for deck selection received from the server3.

In the center of the screen, plural buttons 521 are listed. When one ofthe buttons is pressed, a corresponding deck is selected.

At the top of the screen, in response to the selection of a deck,parameters 522 and card images of the deck are listed. If no deck hasbeen formed, a “Form a deck” button 523 is displayed. When the button ispressed, deck editing is requested to the server 3 via the devicecommunication unit 21 by using the IDs of the player, the enemycharacter and the deck as parameters.

Further, at the bottom of the screen, “Battle against enemy” button 524is displayed. When the button is pressed, a battle against the enemycharacter is requested to the server 3 via the device communication unit21 by using the IDs of the player, the enemy character and the deck asparameters.

FIG. 5D depicts a deck editing screen 530 which is displayed when deckediting is requested at the deck selection screen 520 depicted in FIG.5C. The deck editing screen 530 is displayed on the basis of screendisplay data for deck editing received from the server 3.

In the center of the screen, plural slots 531 are listed. When one ofthe slots is tapped, selection of a card to be set in the slot isrequested to the server 3 via the device communication unit 21 by usingthe IDs of the player, the enemy character, the deck and the slot asparameters.

At the top of the screen, parameters 532 of the deck are listed.

Further, at the bottom of the screen, a “Confirm” button 533 isdisplayed. When the button is pressed, a deck confirmation is sent tothe server 3 via the device communication unit 21 by using the IDs ofthe player, the enemy character and the deck as parameters.

FIG. 6A depicts a card selection screen 600 which is displayed whenselection of a card to be set in a slot₁ is requested at the deckediting screen 530 depicted in FIG. 5D. The card selection screen 600 isdisplayed on the basis of screen display data for card selectionreceived from the server 3.

In the center of the screen, for each card, an image 601 and parameters602 of the card and a “Select” button 603 are displayed. When the“Select” button 603 is pressed, a card confirmation is sent to theserver 3 via the device communication unit 21 by using the IDs of theplayer, the enemy character, the deck, the slot, and the correspondingcard as parameters.

FIG. 6B depicts the deck editing screen 530 which is displayed when cardA is selected at the card selection screen 600 depicted in FIG. 6A.

At the upper left part of the screen, an image 534 of the card A isdisplayed, which indicates that the card has been set in the slot₁.

At the top of the screen, the parameters 532 of the deck are listed.

FIG. 6C depicts the deck selection screen 520 which is displayed whenthe edited deck is confirmed at the deck editing screen 530 depicted inFIG. 6B after cards A to I are set in slot₁ to slot₉, respectively.

At the top of the screen, the parameters 522 and card images 525 of thedeck are listed. Further, for cards A and F, the images of the cards aredisplayed in a superimposing manner, which indicates that the parametersof the cards have been adjusted.

Card images may be displayed in a different manner which indicates thatthe parameters of the cards have been adjusted, without being limited tosuperimposing. For example, a numeral (for example, “3”) indicating thenumber of different game contents, or the amount of increase in theparameter values may be displayed.

Alternatively, for example, if the player possesses one card and afriend possesses two cards, a numeral indicating the number of cardspossessed by the player (for example, “1”) and a numeral indicating thenumber of cards possessed by the friend (for example, “2”) may bedisplayed.

Furthermore, if the attack power of a deck card has increased by 30%,“30% Up!!!” may be displayed. As mentioned in addition, certainthresholds may be provided for the amount of increase in parametervalues, and, for example “Large Up!!! (a 70% or more increase in aparameter value)”, “Middle Up!! (a 50% or more increase in a parametervalue)”, or “Small Up! (a 30% or more increase in a parameter value)”may be displayed. As a matter of course, a card forming a deck may bedecorated and displayed depending on the amount of increase in aparameter value (for example, in a case of the Large Up, the edge of thecard may be made to shine in gold, in a case of the Middle Up, the edgeof the card may be made to shine in silver, and in a case of the SmallUp, the edge of the card may be made to shine in copper).

Methods for adjusting parameters will be described later.

FIG. 6D depicts a battle screen 610 which is displayed when a battleagainst an enemy character is requested at the deck selection screen 520depicted in FIG. 6C. The battle screen 610 is displayed on the basis ofbattle screen display data received from the server 3.

At the top of the screen, an image 611 and a health point gauge 612 ofthe enemy character are displayed, while at the bottom of the screen,images 613 and health point gauges 614 of the deck cards are displayed.Further, similarly to FIG. 6C, for cards A and F, the images of thecards are displayed in a superimposing manner, which indicates that theparameters of the cards have been adjusted.

Proceeding of the battle is displayed in the same manner as describedwith reference to FIG. 12.

FIGS. 7 to 9D illustrate examples of the method for adjustingparameters.

As illustrated in FIG. 7, it is assumed that the player possesses sixcards A, one card B, one card C, one card D, one card E, three cards F,one card G, one card H, one card I, and one card J, and that a deck 700is formed by using the cards A to I one by one. It is also assumed thatthe player is in a friend status with two different players(hereinafter, referred to as “friend₁” and “friend₂”). Furthermore, itis assumed that the friend₁ possesses one card A, two cards D, and onecard J, and that the friend₂ possesses one card A, two cards D, and onecard K.

As described above, each of the cards A to K has parameters such asattack power, defense power, and a health point. However, for the sakeof simplicity, it is assumed that only attack power and defense powerare to be adjusted, and that the initial values thereof are both 100.

In a first method for adjusting parameters, the parameters of a deckcard are adjusted on the basis of the cards possessed by the player.More specifically, the parameters of one of the deck cards which is thesame type as a card possessed by the player other than the deck cards(hereinafter, referred to as “non-deck card”) are adjusted. For example,for one non-deck card (up to three cards) which is the same type as adeck card, the attack power value of the deck card is increased by 5%thereof. Similarly, for one non-deck card which is the same type as thedeck card, the defense power value of the deck card is increased by 5%thereof. In other words, the adjusted attack power value and theadjusted defense power value of a deck card are calculated by thefollowing equations:p′=p×(1+0.05×f(n))  (1)f(n)=n (0≤n≤3)where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the attack power value or thedefense power value of the deck card, and n denotes the number ofnon-deck cards.

FIG. 8A illustrates a result obtained by adjusting parameters by usingthe first method. In relation to the deck card A, there are fivenon-deck cards while the upper limit is three. Therefore, on the basisof three of the five, the attack power value of the deck card A isincreased by 5%×3=15% thereof, and the defense power value of the deckcard A is also increased by 15% thereof. Similarly, in relation to thedeck card F, since there are two non-deck cards, the attack power valueof the deck card F is increased by 5%×2=10% thereof, and the defensepower value of the deck card F is also increased by 10% thereof.

The method is not limited to one in which the amount of increase isbased on the number of non-deck cards. For example, the amount ofincrease may be based on the parameter values of non-deck cards (forexample, 5% of a parameter value), a weight of non-deck cards (forexample, the ratio of the number of non-deck cards to the number ofpossessed cards of the player), or a combination thereof.

In a second method for adjusting parameters, the parameters of a deckcard are adjusted on the basis of the cards possessed by the player andthe positions at which the deck cards are placed. More specifically, theparameters of one of the deck cards which is the same type as a non-deckcard are adjusted on the basis of the position at which the deck card isplaced. For example, for one non-deck card (up to three cards) which isthe same type as a deck card, the attack power value of the deck card isincreased by 5% thereof. Similarly, for one non-deck card which is thesame type as the deck card, the defense power value of the deck card isincreased by 5% thereof. Furthermore, in a case where the number ofnon-deck cards is more than the upper limit, if the deck card is set onthe frontline (for example, in the slot₁ to slot₄), the attack powervalue of the deck card is further increased by 5% thereof, and if thedeck card is set as a rear guard (for example, in the slot₅ to slot₉),the defense power value of the deck card is further increased by 5%thereof. In other words, the adjusted attack power value and theadjusted defense power value of a deck card are calculated by thefollowing equations:p _(offence) ′=p _(offence)×(1+(0.05+g _(offence))×f(n))  (2A)p _(offence) ′=p _(offence)×(1+0.05×f(n))  (2B)p _(defense) ′=p _(defense)×(1+(0.05+g _(defense))×f(n))  (2C)p _(defense) ′=p _(defense)×(1+0.05×f(n))  (2D)f(n)=n (0≤n≤3)g _(offence)=0.05 (in a case of frontline)g _(defense)=0.05 (in a case of rear guard)where p_(offence)′ denotes the adjusted attack power value of the deckcard, p_(offence) denotes the attack power value of the deck card, and ndenotes the number of non-deck cards. In addition, p_(defense)′ denotesthe adjusted defense power value of the deck card, p_(defense) denotesthe defense power value of the deck card, and n denotes the number ofnon-deck cards.

FIG. 8B illustrates a result obtained by adjusting parameters by usingthe second method. In relation to the deck card A which is set on thefrontline, there are five non-deck cards while the upper limit is three,and thus there are non-deck cards more than the upper limit. Therefore,on the basis of three of the five, the attack power value of the deckcard A is increased by 10%×3=30% thereof.

In a third method for adjusting parameters, the parameters of a deckcard are adjusted on the basis of the cards possessed by the player andthe number of friends. More specifically, the parameters of one of thedeck cards which is the same type as a non-deck card are adjusted on thebasis of the number of friends. For example, the upper limit (theinitial value thereof is three) of the number of non-deck cards whichare referred to at the time of adjusting the parameters (hereinafter,referred to as “reference number”) is increased by one for every twofriends. In addition, for one non-deck card which is the same type as adeck card, the attack power value of the deck card is increased by 5%thereof. Similarly, for one non-deck card which is the same type as thedeck card, the defense power value of the deck card is increased by 5%thereof. In other words, the adjusted attack power value and theadjusted defense power value of a deck card are calculated by thefollowing equations:p′=p×(1+0.05×f(n))  (3)f(n)=n (0≤n≤3+g(m))g(m)=m/2where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the attack power value or thedefense power value of the deck card, n denotes the number of non-deckcards, and m denotes the number of friends.

FIG. 8C illustrates a result obtained by adjusting parameters by usingthe third method. As described above, since the number of friends istwo, the upper limit of the reference number of non-deck cards ismodified from three to four. Accordingly, the attack power value and thedefense power value of the deck card A are increased by 5%×4=20%thereof, respectively, on the basis of four of the five non-deck cards.

In a fourth method for adjusting parameters, the parameters of a deckcard are adjusted on the basis of the cards possessed by the player andthe cards possessed by the friends. More specifically, the parameters ofone of the deck cards which is the same type as a non-deck card or acard possessed by the friends are adjusted. For example, for onenon-deck card or one card possessed by a friend (up to three cards)which is the same type as a deck card, the attack power value of thedeck card is increased by 5% thereof. Similarly, for one non-deck cardor one card possessed by a friend which is the same type as the deckcard, the defense power value of the deck card is increased by 5%thereof. In other words, the adjusted attack power value and theadjusted defense power value of a deck card are calculated by thefollowing equations:p′=p×(1+0.05×f(n))  (4)f(n)=n+Σm _(i) (0≤n+Σm _(i)≤3)where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the attack power value or thedefense power value of the deck card, n denotes the number of non-deckcards, and m_(i) denotes the number of cards possessed by the friend₁.

FIG. 8D illustrates a result obtained by adjusting parameters by usingthe fourth method. In relation to the deck card D, the friend₁ possessestwo cards and the friend₂ possesses two cards while the upper limit isthree. Therefore, on the basis of three of the four, the attack powervalue and the defense power value of the deck card D are increased by5%×3=15% thereof, respectively.

In a fifth method for adjusting parameters, the parameters of a (first)deck card which have a predetermined positional relationship with asecond deck card whose parameters have been adjusted are adjusted. Forexample, the (adjusted) attack power value of a first deck card isincreased by 5% thereof per one second deck card which is placedadjacent to the first deck card and has been subjected to parameteradjustment. Similarly, the (adjusted) defense power value of a firstdeck card is increased by 5% thereof per one second deck card which isplaced adjacent to the first deck card and has been subjected toparameter adjustment. In other words, the adjusted attack power valueand the adjusted defense power value of a deck card are calculated bythe following equations:p′=p×(1+0.05×f(n))  (5A)p _(near) ′=p×(1+0.05)  (5B)f(n)=n (0≤n≤3)where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the attack power value or thedefense power value of the deck card, and n denotes the number of deckcards whose parameters have been adjusted.

FIG. 9A illustrates a result obtained by adjusting parameters by usingthe fifth method. In relation to the deck card B, since it is only thedeck card A that has adjusted parameters among the deck cards placedadjacent to the deck card B, the attack power value and the defensepower value of the deck card B are increased by 5% thereof,respectively. Similarly, in relation to each of the deck cards E and G,since it is only the deck card F that has adjusted parameters among thedeck cards placed adjacent to the deck card E or G, the attack powervalues and the defense power values of the deck cards E and G areincreased by 5% thereof, respectively.

In a sixth method for adjusting parameters, the parameters of a (first)deck card which have a predetermined relationship with a second deckcard whose parameters have been adjusted are adjusted. For example, the(adjusted) attack power value of a first deck card is increased by 5%thereof per one second deck card which is placed adjacent to the firstdeck card, has the same attribute as the first deck card and has beensubjected to parameter adjustment. Similarly, the (adjusted) defensepower value of a first deck card is increased by 5% thereof per onesecond deck card which is placed adjacent to the first deck card, hasthe same attribute as the first deck card and has been subjected toparameter adjustment. In other words, the adjusted attack power valueand the adjusted defense power value of a deck card are calculated bythe following equations:p′=p×(1+0.05×f(n))  (6A)p _(attribute) ′=p×(1+0.05)  (6B)f(n)=n (0≤n≤3)where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the attack power value or thedefense power value of the deck card, and n denotes the number of deckcards which have the same attribute and have been subjected to parameteradjustment.

FIG. 9B illustrates a result obtained by adjusting parameters by usingthe sixth method. In relation to the deck card B, since it is only thedeck card A that has adjusted parameters and the same attribute (i.e.,fire) as the deck card B among the deck cards placed adjacent to thedeck card B, the attack power value and the defense power value of thedeck card B are increased by 5% thereof, respectively. Similarly, inrelation to the deck card G, since it is only the deck card F that hasadjusted parameters and the same attribute (i.e., water) as the deckcard G among the deck cards placed adjacent to the deck card G, theattack power value and the defense power value of the deck card G areincreased by 5% thereof, respectively.

In a seventh method for adjusting parameters, the parameters of a deckcard are adjusted on the basis of the relationship between the cardspossessed by the player and the upper limit of the reference numberthereof. More specifically, the parameters of one of the deck cardswhich is the same type as a non-deck card are adjusted, and theparameters of another deck card or all of the deck cards are adjusted onthe basis of the relationship with the upper limit of the referencenumber of non-deck cards. For example, the (adjusted) attack powervalues of all of the deck cards are further increased by 5% thereof foreach of the deck cards whose reference number of non-deck cards hasreached the upper limit (three). Similarly, the (adjusted) defense powervalues of all of the deck cards are further increased by 5% thereof foreach of the deck cards whose reference number of non-deck cards hasreached the upper limit. In other words, the adjusted attack power valueand the adjusted defense power value of a deck card are calculated bythe following equations:p′=p×(1+0.05×f(n))×(1+0.05×g(m))  (7)f(n)=n (0≤n≤3)

g(m)=m (the number of deck cards whose reference number of non-deckcards has reached the upper limit)

where p′ denotes the adjusted attack power value or the adjusted defensepower value of the deck card, p denotes the (adjusted) attack powervalue or the (adjusted) defense power value of the deck card, and mdenotes the number of deck cards whose reference number of non-deckcards has reached the upper limit.

FIG. 9C illustrates a result obtained by adjusting parameters by usingthe seventh method. The attack power value and the defense power valueof the deck card A are increased by 5%×3=15% thereof, respectively.Similarly, the attack power value and the defense power value of thedeck card F are increased by 5%×2=10% thereof, respectively.Furthermore, for only the deck card A among the deck cards A to I, thereference number of non-deck cards has reached the upper limit (three),and thus the (adjusted) attack power values and the (adjusted) defensepower values of all of the deck cards are further increased by 5%thereof, respectively.

The target of the parameter adjustment is not limited to the deck cards,and may be, for example, a support character which appears in a battle,a figure, an avatar, an item, and the like.

Methods for adjusting parameters are not limited to the above methods,and may be a combination of two or more of the above methods, forexample.

Alternatively, the parameters of a deck card may be adjusted on thebasis of the cards possessed by the player and the position at which thedeck card is placed. More specifically, the parameters of one of thedeck cards which is the same type as a non-deck card may be adjusted onthe basis of the position at which the deck card is placed. For example,the attack power value of a deck card in a slot which is not attackedoften and thus tends to attack often (for example, slot₁, slot₄, slot₅,slot₇, and slot₉) is increased by 10% per one non-deck card of the sametype (up to three cards). On the other hand, the defense power value ofa deck card in a slot which is often attacked (for example, slot₂,slot₃, slot₆, and slot₈) is increased by 10% per one non-deck card ofthe same type (up to three cards). In other words, the adjusted attackpower value and the adjusted defense power value of a deck card arecalculated by the following equations:p _(offence) ′=p _(offence)×(1+(0.05+g _(offence))×f(n))  (8A)p _(offence) ′=p _(offence)  (8B)p _(defense) ′=p _(defense)  (8C)p _(defense) ′=p _(defense)×(1+(0.05+g _(defense))×f(n))  (8D)f(n)=n (0≤n≤3)g _(offence)=0.05 (in a case of frontline)g _(defense)=0.05 (in a case of rear guard)where p_(offence)′ denotes the adjusted attack power value of the deckcard, p_(offence) denotes the attack power value of the deck card, and ndenotes the number of non-deck cards. In addition, p_(defense)′ denotesthe adjusted defense power value of the deck card, p_(defense) denotesthe defense power value of the deck card, and n denotes the number ofnon-deck cards.

FIG. 9D illustrates a result obtained by adjusting parameters by usingsuch an adjusting method. In relation to the deck card A in the slot₁which is not attacked often, there are five non-deck cards while theupper limit is three. Therefore, on the basis of three of the five, theattack power value of the deck card A is increased by 10%×3=30% thereof.Similarly, in relation to the deck card F in the slot₆ which is oftenattacked, since there are two non-deck cards, the defense power value ofthe deck card F is increased by 10%×2=20% thereof.

To implement the above-illustrated functions, the server processing unit33 includes a control unit 331, a game proceeding unit 332, and aparameter adjusting unit 333. Each of the units is a functional moduleimplemented by a program to be executed by the processor included in theserver processing unit 33. Alternatively, each of the units may beprovided as a firmware on the server 3.

In the following, processing by the control unit 331 will be described.

The control unit 331 controls the initiation and the progress of thegame, and instructs the game proceeding unit 332 and the like to executeprocessing, as appropriate.

The control unit 331 interprets, when receiving a game initiationrequest from the portable device 2 via the server communication unit 31,the received game initiation request to specify the ID and password ofthe player. Then, the control unit 331 instructs a player authenticationunit (not illustrated) to execute corresponding processing, by using thespecified ID and password of the player as parameters.

When the player authentication unit (not illustrated) has authenticatedthe player, the control unit 331 creates home screen display data.

In other words, the control unit 331 creates home screen display datafor displaying a button for receiving an instruction to make the gameproceed and the like in a predetermined layout.

The control unit 331 sends the created home screen display data to theportable device 2 via the server communication unit 31.

The control unit 331 instructs, when receiving a game proceeding requestor the like from the portable device 2 via the server communication unit31, the game proceeding unit 332 to execute processing, by using thereceived game proceeding request or the like as a parameter.

The control unit 331 sends screen display data for game proceeding andthe like which has been returned by the game proceeding unit 332, to theportable device 2 via the server communication unit 31.

In the following, processing by the game proceeding unit 332 will bedescribed.

The game proceeding unit 332 controls the progress of the game, andinstructs the parameter adjusting unit 333 and the like to executeprocessing, as appropriate.

When a game proceeding request has been provided as a parameter, thegame proceeding unit 332 determines or not the game proceeding unit 332makes an enemy character appear on the basis of a predeterminedcriterion (for example, with a predetermined probability by using apseudo-random number generated using current time or the like as aseed). When the game proceeding unit 332 makes an enemy characterappear, the game proceeding unit 332 creates screen display data forgame proceeding which is for indicating that an enemy character hasappeared.

In other words, the game proceeding unit 332 interprets the providedgame proceeding request to specify the ID of the player. In addition,the game proceeding unit 332 refers to the enemy character table storedin the server storage unit 32 by using the ID of the enemy characterwhich is made to appear as a key, and extracts the file name of imagedata of the corresponding enemy character. Then, the game proceedingunit 332 creates screen display data for game proceeding which includesthe specified ID of the player and the ID of the enemy character whichis made to appear, and which is for displaying the image correspondingto the extracted file name, a button for receiving an instruction toselect a deck, and the like, in a predetermined layout.

On the other hand, when the game proceeding unit 332 does not make anenemy character appear, the game proceeding unit 332 executes differentprocessing, and creates screen display data for game proceeding fordisplaying the result thereof.

When a deck selection request has been provided as a parameter, the gameproceeding unit 332 creates screen display data for deck selection.

In other words, the game proceeding unit 332 interprets the provideddeck selection request to specify the IDs of the player and the enemycharacter. In addition, the game proceeding unit 332 refers to theplayer table stored in the server storage unit 32 by using the specifiedID of the player as a key, and extracts the IDs of the deck cards foreach deck of the corresponding player. Moreover, the game proceedingunit 332 refers to the card table stored in the server storage unit 32by using the extracted IDs of the deck card as a key, and extracts thetype IDs and the adjusted parameters for the corresponding cards.Furthermore, the game proceeding unit 332 refers to the card-type tablestored in the server storage unit 32 by using the extracted type IDs asa key, and extracts the file names of image data of the correspondingtypes. Then, the game proceeding unit 332 creates screen display datafor deck selection which includes the specified IDs of the player andthe enemy character and the extracted ID of each deck, and which is fordisplaying a button for receiving an instruction to select a deck, abutton for receiving an instruction of a battle, and, for each deck, theextracted adjusted parameters, the images corresponding to the filenames or a button for receiving an instruction to edit a deck, and thelike, in a predetermined layout.

When a deck editing request has been provided as a parameter, the gameproceeding unit 332 creates screen display data for deck editing.

In other words, the game proceeding unit 332 interprets the provideddeck editing request to specify the IDs of the player, the enemycharacter and the deck. In addition, the game proceeding unit 332 refersto the player table stored in the server storage unit 32 by using thespecified IDs of the player and the deck as a key, and extracts the IDsof the deck cards of the corresponding deck. Moreover, the gameproceeding unit 332 refers to the card table stored in the serverstorage unit 32 by using the extracted IDs of the deck cards as a key,and extracts the type IDs of the corresponding cards. Furthermore, thegame proceeding unit 332 refers to the card-type table stored in theserver storage unit 32 by using the extracted type IDs as a key, andextracts the file names of image data and the parameters for thecorresponding types. Then, the game proceeding unit 332 creates screendisplay data for deck editing which includes the specified IDs of theplayer, the enemy character and the deck, and which is for displayingthe extracted parameters, the images corresponding to the file names, oran area which can be tapped for receiving an instruction of cardselection, a button for receiving a deck confirmation, and the like, ina predetermined layout.

When a card selection request has been provided as a parameter, the gameproceeding unit 332 creates screen display data for card selection.

In other words, the game proceeding unit 332 interprets the providedcard selection request to specify the IDs of the player, the enemycharacter, the deck, and the slot. In addition, the game proceeding unit332 refers to the player table stored in the server storage unit 32 byusing the specified ID of the player as a key, and extracts the IDs ofthe possessed cards and the IDs of the deck cards of each deck for thecorresponding player. The game proceeding unit 332 also specifies, fromthe extracted IDs of the possessed cards, the IDs other than theextracted IDs of the deck cards. Moreover, the game proceeding unit 332refers to the card table stored in the server storage unit 32 by usingthe specified IDs of the possessed cards as a key, and extracts the typeIDs of the corresponding cards. Furthermore, the game proceeding unit332 refers to the card-type table stored in the server storage unit 32by using the extracted type IDs as a key, and extracts the file names ofimage data and the parameters for the corresponding types. Then, thegame proceeding unit 332 creates screen display data for card selectionwhich includes the specified IDs of the player, the enemy character, thedeck and the slot and the specified IDs of the possessed cards, andwhich is for displaying the extracted parameters, the imagescorresponding to the file names, a button for receiving a cardconfirmation, and the like, in a predetermined layout.

When a card confirmation has been provided as a parameter, the gameproceeding unit 332 stores the IDs of the specified cards in the serverstorage unit 32.

In other words, the game proceeding unit 332 interprets the providedcard confirmation to specify the IDs of the player, the enemy character,the deck, the slot, and the cards. Then, the game proceeding unit 332refers to the player table stored in the server storage unit 32 by usingthe specified IDs of the player, the deck and the slot as a key, andstores the IDs of the specified cards as the IDs of the deck cards ofthe corresponding player.

Then, the game proceeding unit 332 creates screen display data for deckediting.

When a deck confirmation has been provided as a parameter, the gameproceeding unit 332 interprets the provided deck confirmation to specifythe IDs of the player, the enemy character and the deck. In addition,the game proceeding unit 332 instructs the parameter adjusting unit 333to execute processing, by using the specified IDs of the player and thedeck as parameters. Then, the game proceeding unit 332 creates screendisplay data for deck selection.

When a battle request has been provided as a parameter, the gameproceeding unit 332 executes battle processing.

In other words, the game proceeding unit 332 interprets the providedbattle request to specify the IDs of the player, the enemy character andthe deck.

The game proceeding unit 332 refers to the player table stored in theserver storage unit 32 by using the specified ID of the player and thedeck as a key, and extracts the IDs of the deck cards of thecorresponding player. In addition, the game proceeding unit 332 refersto the card table stored in the server storage unit 32 by using theextracted IDs of the deck cards as a key, and extracts the type IDs andthe adjusted parameters of the corresponding cards. Furthermore, thegame proceeding unit 332 refers to the card-type table stored in theserver storage unit 32 by using the extracted type IDs as a key, andextracts the parameters of the corresponding types.

Similarly, the game proceeding unit 332 refers to the enemy charactertable stored in the server storage unit 32 by using the specified ID ofthe enemy character as a key, and extracts the parameters of thecorresponding enemy character.

Then, the game proceeding unit 332 executes the battle processing on thebasis of the extracted parameters, i.e., the adjusted parameters and theparameters of the types of the deck cards, and the parameters of theenemy character. For example, for each of the deck cards, the gameproceeding unit 332 reduces the health point value of the enemycharacter on the basis of the adjusted attack power value of the deckcard and the defense power value of the enemy character. Similarly, foreach of (a part of) the deck cards, the game proceeding unit 332 reducesthe health point value of the deck card on the basis of the attack powervalue of the enemy character and the adjusted defense power value of thedeck card. The game proceeding unit 332 repeats this processing untilthe time when the health point value of the enemy character has fallento 0 or when the health point value of each deck card has fallen to 0.

Then, the game proceeding unit 332 creates battle screen display datafor displaying the progress of the battle processing.

In other words, the game proceeding unit 332 refers to the card-typetable stored in the server storage unit 32 by using the extracted typeIDs as a key, and extracts the file names of image data of thecorresponding types. Similarly, the game proceeding unit 332 refers tothe enemy character table stored in the server storage unit 32 by usingthe specified ID of the enemy character as a key, and extracts the filename of image data of the corresponding enemy character. Then, the gameproceeding unit 332 creates battle screen display data which includesthe specified IDs of the player and the enemy character, and which isfor displaying the extracted parameters, the adjusted parameters, theimages corresponding to the file names, and the like, in a predeterminedlayout.

When a different request has been provided as a parameter, the gameproceeding unit 332 executes different processing corresponding to therequest, and creates screen display data for game proceeding fordisplaying the result thereof.

The game proceeding unit 332 returns the created screen display data forgame proceeding and the like to the control unit 331, and thenterminates the processing.

In the following, the processing by the parameter adjusting unit 333will be described.

The parameter adjusting unit 333 adjusts the parameters of the deckcards on the basis of the relationship between the deck cards, the cardspossessed by the player and the cards possessed by a different player.

For the sake of simplicity, the processing for adjusting parameters willbe described by taking the above first method as an example.

The parameter adjusting unit 333 specifies the deck cards.

In other words, the parameter adjusting unit 333 refers to the playertable stored in the server storage unit 32 by using, as a key, the IDsof the player and the deck which are provided as parameters, andextracts the IDs of the deck cards of the corresponding player.

The parameter adjusting unit 333 specifies the non-deck cards.

In other words, the parameter adjusting unit 333 refers to the playertable stored in the server storage unit 32 by using, as a key, the ID ofthe player which are provided as a parameter, and extracts the IDs ofthe possessed card of the corresponding player. Then, the parameteradjusting unit 333 specifies, of the extracted IDs of the possessedcards, the IDs other than the extracted IDs of the deck cards.

The parameter adjusting unit 333 specifies a deck card whose parametersare to be adjusted, from the specified deck cards.

In other words, the parameter adjusting unit 333 refers to the cardtable stored in the server storage unit 32 by using the extracted IDs ofthe deck cards as a key, and extracts the type IDs of the correspondingcards. Similarly, the parameter adjusting unit 333 refers to the cardtable stored in the server storage unit 32 by using the specified IDs ofthe possessed cards as a key, and extracts the type IDs of thecorresponding cards. Then, the parameter adjusting unit 333 specifies,of the extracted IDs of the deck cards, a deck card whose type IDcoincides with the type IDs of the specified possessed cards. Inaddition, the parameter adjusting unit 333 counts the number ofpossessed cards whose type ID coincides with that of the deck card.

The parameter adjusting unit 333 adjusts the parameters of the specifieddeck cards.

In other words, the parameter adjusting unit 333 refers to the cardtable stored in the server storage unit 32 by using the specified ID ofthe deck card as a key, and extracts the type IDs of the correspondingcards. In addition, the parameter adjusting unit 333 refers to thecard-type table stored in the server storage unit 32 by using theextracted type ID as a key, and extracts the parameters of thecorresponding types. Then, the parameter adjusting unit 333 adjusts theextracted parameters on the basis of the counted number.

The parameter adjusting unit 333 stores the adjusted parameters in theserver storage unit 32.

In other words, the parameter adjusting unit 333 refers to the cardtable stored in the server storage unit 32 by using the specified IDs ofthe deck cards as a key, and stores the adjusted parameters as theadjusted parameters of the corresponding cards.

Then, the parameter adjusting unit 333 terminates the processing.

FIG. 10 illustrates an example of an operation sequence of the gamesystem 1. The operation sequence to be illustrated below is executedmainly by the device processing unit 25 and the server processing unit33 on the basis of programs previously stored in the device storage unit22 and the server storage unit 32, in cooperation with each of the unitsin the portable device 2 and the server 3.

The player instructs the device processing unit 25 to execute a programfor retrieving and displaying display data relating to the progress ofthe game via the operation unit 23. The device processing unit 25initiates processing on the basis of this program. In other words, whenthe player has input a player ID and a password via the operation unit23, the browsing executing unit 251 to be implemented by the programsends a game initiation request including the input player ID andpassword to the server 3 via the device communication unit 21 (StepS100).

The control unit 331 interprets, when receiving a game initiationrequest from the portable device 2 via the server communication unit 31,the received game initiation request, to specify the ID and password ofthe player. The control unit 331 instructs the player authenticationunit (not illustrated) to execute processing, by using the specified IDand password as parameters of the player (Step S102).

When the player authentication unit (not illustrated) has authenticatedthe player, the control unit 331 creates home screen display data (StepS104).

The control unit 331 sends the created home screen display data to theportable device 2 via the server communication unit 31 (Step S106).

The browsing executing unit 251 creates, when receiving the home screendisplay data from the server 3 via the device communication unit 21,drawing data on the basis of the received home screen display data.Moreover, the browsing executing unit 251 outputs the created drawingdata to the display unit 24 to display the home screen 500 thereon (StepS108).

The browsing executing unit 251 sends, when being instructed on the homescreen 500 to make the game proceed by the player via the operation unit23, a game proceeding request including the player ID in the receivedhome screen display data, to the server 3 via the device communicationunit 21 (Step S110).

The control unit 331 instructs, when receiving a game proceeding requestand the like from the portable device 2 via the server communicationunit 31, the game proceeding unit 332 to execute processing, by usingthe received game proceeding request and the like as a parameter (StepS112).

FIG. 11A illustrates an example of the operation flow of the gameproceeding unit 332.

When a game proceeding request has been provided as a parameter (Yes inStep S200), the game proceeding unit 332 determines whether or not thegame proceeding unit 332 makes an enemy character appear on the basis ofa predetermined criterion (Step S202).

When the game proceeding unit 332 makes an enemy character appear (Yesin Step S202), the game proceeding unit 332 creates screen display datafor game proceeding which is for indicating that an enemy character hasappeared (Step S204).

On the other hand, when the game proceeding unit 332 does not make anenemy character appear (No in Step S202), the game proceeding unit 332executes different processing, and creates screen display data for gameproceeding for displaying the result thereof (Step S206).

When a deck selection request has been provided as a parameter (Yes inStep S208), the game proceeding unit 332 creates screen display data fordeck selection (Step S210).

When a battle request has been provided as a parameter (Yes in StepS212), the game proceeding unit 332 executes battle processing (StepS214).

The game proceeding unit 332 creates battle screen display data fordisplaying the progress of the battle processing (Step S216).

When a deck editing request has been provided as a parameter (Yes inStep S218), the game proceeding unit 332 creates screen display data fordeck editing (Step S220).

When a deck confirmation has been provided as a parameter (Yes in StepS222), the game proceeding unit 332 interprets the provided deckconfirmation to specify the IDs of the player, the enemy character andthe deck. In addition, the game proceeding unit 332 instructs theparameter adjusting unit 333 to execute processing, by using thespecified IDs of the player and the deck as parameters (Step S224).

FIG. 11B illustrates an example of the operation flow of the parameteradjusting unit 333.

The parameter adjusting unit 333 specifies the deck cards (Step S300).

The parameter adjusting unit 333 specifies the non-deck cards (StepS302).

The parameter adjusting unit 333 specifies the deck cards whoseparameters are to be adjusted, of the specified deck cards (Step S304).

The parameter adjusting unit 333 adjusts the parameters of the specifieddeck cards (Step S306).

The parameter adjusting unit 333 stores the adjusted parameters in theserver storage unit 32 (Step S308). Then, the parameter adjusting unit333 terminates the processing.

Return to FIG. 11A. The game proceeding unit 332 creates screen displaydata for deck selection (Step S226).

When a card selection request has been provided as a parameter (Yes inStep S228), the game proceeding unit 332 creates screen display data forcard selection (Step S230).

When a card confirmation has been provided as a parameter (Yes in StepS232), the game proceeding unit 332 stores the IDs of the specifiedcards in the server storage unit 32 (Step S234).

The game proceeding unit 332 creates screen display data for deckediting (Step S236).

When a different request has been provided as a parameter (No in StepS232), the game proceeding unit 332 executes different processingcorresponding to the request, and creates screen display data for gameproceeding for displaying the result thereof (Step S238).

The game proceeding unit 332 returns the created screen display data forgame proceeding and the like to the control unit 331 (Step S240), andthen terminates the processing.

Return to FIG. 10. The control unit 331 sends screen display data forgame proceeding or the like which has been returned by the gameproceeding unit 332, to the portable device 2 via the servercommunication unit 31 (Step S114).

The browsing executing unit 251 creates, when receiving screen displaydata for game proceeding and the like from the server 3 via the devicecommunication unit 21, drawing data on the basis of the received screendisplay data for game proceeding and the like. Moreover, the browsingexecuting unit 251 outputs the created drawing data to the display unit24 to display the game proceeding screen 510 and the like thereon (StepS116).

The browsing executing unit 251 sends, when being instructed on the gameproceeding screen 510 and the like to make the game proceed and the likeby the player via the operation unit 23, a game proceeding request andthe like to the server 3 via the device communication unit 21 (StepS110).

As has been described above, the parameters of the deck cards areadjusted on the basis of the possessed cards other than the deck cards,which makes it possible to cause players to effectively use possessedcards in a game, and increase the attractiveness of the game. Then, thismakes it possible to maintain and increase the players' wish to continuethe service, and enable the players to maintain their interests in thegame.

It should be noted that the present invention is not limited to thepresent embodiment. For example, although the server 3 adjusts theparameters in the present embodiment, the portable device 2 may adjustthe parameters. In this case, for example, it is only necessary for theserver 3 to send, to the portable device 2, all of the information (forexample, IDs of deck cards, non-deck cards, cards possessed by thefriends, and the like) which is required in the parameter adjustment,and make the portable device 2 adjust the parameters.

A computer program for causing a computer to execute the respectivefunctions of the device processing unit 25 and the server processingunit 33 may be provided in a form recorded on a non-transitorycomputer-readable recording medium such as a semiconductor recordingmedium, a magnetic recording medium and an optical recording medium, andmay be installed on the device storage unit 22 and the server storageunit 32 from the recording medium by using a known set-up program, andthe like.

The preceding description has been presented only to illustrate anddescribe exemplary embodiments of the present invention. It is notintended to be exhaustive or to limit the invention to any precise formdisclosed. It will be understood by those skilled in the art thatvarious changes may be made and equivalents may be substituted forelements thereof without departing from the scope of the invention. Inaddition, many modifications may be made to adapt a particular situationor material to the teachings of the invention without departing from theessential scope. Therefore, it is intended that the invention not belimited to the particular embodiment disclosed as the best modecontemplated for carrying out this invention, but that the inventionwill include all embodiments falling within the scope of the claims. Theinvention may be practiced otherwise than is specifically explained andillustrated without departing from its spirit or scope.

What is claimed is:
 1. A computer for executing progress of a game byusing a game content having a parameter value, the computer comprising:a memory configured to store a plurality of game contents associatedwith a player and a plurality of first game contents selected from theplurality of game contents associated with the player according to aninstruction from the player; and circuitry configured to count, for eachof the first game contents, a number of the game contents in theplurality of game contents whose type matches each type of the firstgame contents, modify, for at least one of the first game contents, theparameter value of each of the first game contents based on the countednumber of the game contents whose type matches each type of the firstgame contents, execute progress of the game by using the plurality offirst game contents, and control a display to display, for each of thefirst game contents, an image indicating the counted number of each ofthe first game contents, wherein the number of the game contents whichare counted at the time of modifying has a predetermined value, and thecircuitry is configured to modify the predetermined value on the basisof prescribed conditions.
 2. The computer according to claim 1, whereinthe circuitry is configured to increase, for each of the first gamecontents, the parameter value of each of the first game contents basedon the counted number of the game contents whose type matches each typeof the first game contents, when the counted number of the game contentsreaches a predetermined value.
 3. The computer according to claim 1,wherein the circuitry is configured to output display data correspondingto the parameter value of each of the first game contents based on thecounted number of the game contents whose type matches each type of thefirst game contents.
 4. The computer according to claim 1, wherein thecircuitry is configured to control the display to display, for each ofthe first game contents, an image based on display data corresponding toa predetermined value.
 5. The computer according to claim 1, wherein thefirst game content forms a deck used in an event which occurs in thegame, and the circuitry is configured to output display data fordisplaying a deck editing screen for prompting the player to select thefirst game contents for forming the deck.
 6. The computer according toclaim 5, wherein the circuitry is configured to: output display data fordisplaying a deck selection screen for prompting the player to select adeck to be edited from a plurality of decks; and when the deck isselected at the deck selection screen, output display data fordisplaying the deck editing screen relating to the selected deck.
 7. Thecomputer according to claim 1, wherein the circuitry is configured tooutput display data for displaying the parameter value of each of thefirst game contents before the number of the game contents is counted.8. The computer according to claim 1, wherein the parameter valueincludes attack power value, the memory is configured to store, for eachplayer, identification information and name of the player, the pluralityof game contents, and the plurality of first game contents, and storesfor each of the first game contents, identification information and atype of the first game contents, modified attack power value, rarityvalue, and health point value, and the circuitry is configured toextract the plurality of first game contents of the player from thememory, extract the modified attack power value and health point valueof the extracted first game contents, and execute progress of the gameby using the extracted first game contents, the extracted modifiedattack power value and extracted health point value.
 9. The computeraccording to claim 8, wherein the memory is configured to storeidentification information, name, attack power value, and health pointvalue of an enemy character, and the circuitry is configured to executeprogress of the game by reducing the health point value of the enemycharacter based on the modified attack power value of the first gamecontent, and by reducing the point value of the first game content basedon the attack power value of the enemy character.
 10. The computeraccording to claim 1, wherein the circuitry is configured to: extractidentification information of each of the first game contents andidentification information of each of the plurality of game contents,extract a type of each of the extracted first game contents based on theextracted identification information of each of the first game contents,extract a type of each of the extracted game contents based on theextracted identification information of each of the game contents,count, for each of the extracted first game contents, a number of theextracted game contents whose extracted type matches each extracted typeof the first game contents, and modify, for each of the extracted firstgame contents, the parameter value of each of the extracted first gamecontents based on the counted number of the extracted game contentswhose type matches each type of the extracted first game contents. 11.The computer according to claim 1, wherein the predetermined value is anupper limit value.
 12. A non-transitory computer-readable recordingmedium having recorded thereon a program for a computer including amemory configured to store a plurality of game contents associated witha player and a plurality of first game contents selected from theplurality of game contents associated with the player according to aninstruction from the player, the computer executing progress of a gameby using a game content having a parameter value, the program causingthe computer to execute a process, the process comprising: counting, foreach of the first game contents, a number of the game contents in theplurality of game contents whose type matches each type of the firstgame contents; modifying, for at least one of the first game contents,the parameter value of each of the first game contents based on thecounted number of the game contents whose type matches each type of thefirst game contents; executing progress of the game by using theplurality of first game contents; and controlling a display to display,for each of the first game contents, an image indicating the countednumber of each of the first game contents, wherein the number of thegame contents which are counted at the time of modifying has apredetermined value, and the process comprises modifying thepredetermined value on the basis of prescribed conditions.
 13. A methodfor controlling a computer for executing progress of a game by using agame content having a parameter value, the method comprising: storing,in a memory, a plurality of game contents associated with a player and aplurality of first game contents selected from the plurality of gamecontents associated with the player according to an instruction from theplayer; counting, using circuitry, for each of the first game contents,a number of the game contents in the plurality of game contents whosetype matches each type of the first game contents; modifying, for atleast one of the first game contents, the parameter value of each of thefirst game contents based on the counted number of the game contentswhose type matches each type of the first game contents; executingprogress of the game by using the plurality of first game contents; andcontrolling a display to display, for each of the first game contents,an image indicating the counted number of each of the first gamecontents, wherein the number of the game contents which are counted atthe time of modifying has a predetermined value, and the methodcomprises modifying the predetermined value on the basis of prescribedconditions.